you can always come back to play sch for us rata![]()
you can always come back to play sch for us rata![]()
Lol
Well havent really "quit" per se, I still log in every other day or so to check on my airships, but I guess what I meant to say is, there reall isnt anythin on pf that interests me. My static clears as1/2 just shortly after reset, and we cant be bothered to practice as3 since its a huge gear check that most of us havent met atm. Primas/glamours dont hold my interest, got my Kirin just before 3.0 and all of the HA gear I could want.
I logged in today tho, to check on ships, and it was around 3 or 4PM PST, there was a grand total of 2 parties on PF, xD
Glamour mostly, and two friends. Also piling up on gil.
Friends and static. I came into 3.0 very hopeful and excited, was looking forward to trying some new stuff, and realized it's all the same. I got into 2.x about 8 months after ARR dropped, so there was a lot of content for me to work through to catch up. Going through 3.0 I've felt like there isn't much to do other than level for the sake of leveling, or grind content that is really just not fun.
They missed the mark on raid tuning by a mile in this expansion, and it's really demoralized a lot of my friends. Sucks.
Alex Savage, by design, was "supposed" to be between Coil and Coil Savage in difficulty, so that may be an issue of "working as intended" (even if the intention is dumb).
Basically, someone at SE saw the clear rates on Coil, the clear rates on Coil Savage, and said, "We need a new event that has a higher clear rate than Coil Savage, but not quite as high as Coil is already."
I think we got the "challenge" everyone was asking for but in lieu of only having mechanical jumprope, they figured a higher DPS (read: "gear" for most people) wall would be good enough. Alternately, they banked on really having this last until 3.1/3.2.
Like, I dunno. On scales of mechanics difficulty, DPS milestone difficulty, or just "feel" of difficulty (IE, is it actually challenging or is it over/undertuned), where is it falling short?
Is it really so difficult to memorize a rotation though? Every fight except A2S is basically like fighting Ravana EX. The DPS check just makes the margin of error incredibly small.
Depends. If it can be dealt with by everyone doing a rote movement (Titan EX landslide baiting, T5/T9 divebombs) or is a pretty binary check (Ravana EX "which way", Shiva EX "get to positions"), it's straightforward. When you have to put some degree of thought into it (T10 Heat/Charge/Tether, Ramuh EX, A1S adds?), it's more interesting. But when you involve the whole party in the check extremely often while pairing it with a high DPS check... I dunno.
Didn't mean to segue too deeply into Alex Savage, just food for thought on raid design and the unsatisfiable raiders.
e: I do want to give them some credit on A2S though for making the gobwalker role. Fight itself may be relatively easy and mobs have bloated HP to force you into using the walker stun/vuln stuff, but it gives a good "feel" of doing stuff and at least one player is getting to do something different.
I've pretty much quit since I left my savage static during A2S progression weeks ago. I only login every 3 or 4 days to work on the "Honest Gillionaire" title. Once I finish that next month I'll be unsubbing. The novelty of the expansion has long since worn off for me and unfortunately it didn't change enough with the game to keep me interested.
I pretty much only play for friends and PvP now since I stopped raiding this time around, I just don't find alex all that interesting/fun. Though, I did do a bit of alex savage before I completely stopped. Second Coil is what I had the most fun with, that and the gear actually didn't look like shit. Turn 12 was pretty cool though.
The only thing I'm really looking forward to, or rather, hoping for is lv60 WD in 3.1.
It's interesting for me to read all the complaints of savage, because I still can't grasp the idea of why SE made savage but not a middle ground (i.e., coil) especially after coil had such a low clear rate. Also savage is only hard because of the extreme dps checks and/or designing certain fights like XIV is an offline game and has no lag/latency issues. To me that's poor game design
Obligation to savage static (close friends)
If we haven't gotten our shit together (organization and discipline), would've straight up quitted.
Even though we cleared A1S and A2S at a decent pace for casuals, I have a feeling that A3S/A4S is going to break us.
Not motivated to cap other crafters besides CUL when we get worse rewards than 2.0 for more work.
My friend (who doesn't log often lately) and my static. If my static breaks up i'll log less. But if my friend quit I'll /shutdown forever.
To those who played 2.0 and struck through with it all the way to patch 2.1. Are you feeling the same way right now as you did back then? I quit prior to Titan HM because I didn't want to run CM 50 fucking times to get geared out to pass his HP checks as a WHM.
For me personally, I left right after Ramuh was released because my static decided they were tired of raiding as well and disbanded.
Came back for Heavensward and have gotten DRK, SMN, SCH, WHM and DRG to 60.
Currently trying to get NIN to 60 which is still new to me since it was released in between the time when I left and came back.
Depending on how I feel, I might just get all the other Battle Jobs to 60 either for the feel of how each and every one of them play and/or for the story.
One thing I can say for sure though, after getting a job that does not allow me to have a static, my focus on the game has shifted towards the "casual" side where raiding and capping tomes weekly just wasn't as big of a deal to me anymore. Trying to go back to raiding and getting a static while farming tomes weekly just isn't for me anymore.
I find myself actually having more fun levelling new classes now as it is still fresh and entertaining.